243,708 Commits over 3,898 Days - 2.61cph!
[ultimate_soldier] fixed issue with shooting soldiers right besides walls
Made gravity handling completely custom for player movement (allows for stair handling and properly removing drifting)
Added sliding and swimming property to player movement for better checks for those states
[ultimate_soldier] player gets tired and runs slower
[ultimate_soldier] player gets tired and runs slower
[ultimate_soldier] blood wont overlap side of walls
[ultimate_soldier] blood wont overlap side of walls
d3d9 compiler didn't like this all being in one line
Tidied up the HEM class. Theres a with face creation though!
Removed ClearFirstFrame (didn't seem to work anymore + bug is fixed by rendering space as a solid black texture at day)
Time of Day update to 2.2.1 prerelease 3
[ultimate_soldier] improved gunshot-wall collisions
[ultimate_soldier] improved gunshot-wall collisions
[ultimate_soldier] bullet casings
[ultimate_soldier] bullet casings
This should make jenkins happy.
Start of new GroupAsset and GroupController
[ultimate_soldier] enemies dont spawn in walls
[ultimate_soldier] enemies dont spawn in walls
[ultimate_soldier] impact flashes, better wall-gunshot hit detection
[ultimate_soldier] impact flashes, better wall-gunshot hit detection
[ultimate_soldier] wall debris
[ultimate_soldier] wall debris
[ultimate_soldier] minor tweaks
[ultimate_soldier] minor tweaks
Seal rig and some placeholder anims.
* Fixed 3 NPC kill achievement not working
* Updated launcher icon
* Fixed Entity:SetCustomCollisionCheck and Entity:SetShouldServerRagdoll not being able to reset their values
vm_spear ( wood / stone ) prefabs
tweaked some of the spear animations; added the sound fx for the spear
[ultimate_soldier] trying to get bodies to not cover walls
[ultimate_soldier] trying to get bodies to not cover walls
Icons for the different types of .asset we have should make it easier to work with.
[ultimate_soldier] prevent shooting through walls
[ultimate_soldier] prevent shooting through walls
[ultimate_soldier] changed tilemap structure, blood depth
[ultimate_soldier] changed tilemap structure, blood depth
New Unit Asset Settings system implemented. New group settings not yet implemented, and controllers for spawning not yet using these, but good to get it in. Also including the code for the previous failed attempt.
[ultimate_soldier] carpets
[ultimate_soldier] carpets